Although I felt kind of down after playing (which means the game was effective, I guess!), I really liked how the choices show you what that person was considering in each situation. The game is well-written and detailed. It's a little long, but juuuust as I was wondering when it would end, it ended.
They avoided mentioning protagonist's gender, but not the partner's, which was a little weird. But that's not really a big issue. I'm nitpicking.
I had written an article about mental health in games, and Depression Quest is the perfect example of doing it right: using video games' interactivity and representational power to help people better understand mental health! I hope we'll start to see more games like DQ. (http://www.fringfrangblog.com/2013/08/mental-health-in-videogames.html)
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